Numerical methods for ordinary differential systems: the initial value problem
Numerical methods for ordinary differential systems: the initial value problem
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Modeling soil: realtime dynamic models for soil slippage and manipulation
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Simulating free surface flows with SPH
Journal of Computational Physics
Using particles to sample and control implicit surfaces
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Large steps in cloth simulation
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Robust treatment of collisions, contact and friction for cloth animation
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Fast and accurate computation of polyhedral mass properties
Journal of Graphics Tools
Physical Models of Loose Soils Dynamically Marked by a Moving Object
CA '96 Proceedings of the Computer Animation
Particle systems—a technique for modeling a class of fuzzy objects
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
Particle-based fluid simulation for interactive applications
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Nonconvex rigid bodies with stacking
ACM SIGGRAPH 2003 Papers
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Invertible finite elements for robust simulation of large deformation
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames
IEEE Transactions on Visualization and Computer Graphics
Weakly compressible SPH for free surface flows
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
ACM SIGGRAPH 2007 sketches
Porous flow in particle-based fluid simulations
ACM SIGGRAPH 2008 papers
Towards virtually cooking chinese food
ICME'09 Proceedings of the 2009 IEEE international conference on Multimedia and Expo
Free-flowing granular materials with two-way solid coupling
ACM SIGGRAPH Asia 2010 papers
SandCanvas: a multi-touch art medium inspired by sand animation
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
SPH granular flow with friction and cohesion
SCA '11 Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Particle-based fracture simulation on the GPU
Transactions on edutainment VI
Controllable simulation of particle system
ISVC'11 Proceedings of the 7th international conference on Advances in visual computing - Volume Part II
Versatile rigid-fluid coupling for incompressible SPH
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Reflections on simultaneous impact
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Smoldyn on Graphics Processing Units: Massively Parallel Brownian Dynamics Simulations
IEEE/ACM Transactions on Computational Biology and Bioinformatics (TCBB)
Granular material deposition for simulation and texturing
AMDO'12 Proceedings of the 7th international conference on Articulated Motion and Deformable Objects
Animating corrosion and erosion
NPH'07 Proceedings of the Third Eurographics conference on Natural Phenomena
Integrating mesh and meshfree methods for physics-based fracture and debris cloud simulation
SPBG'06 Proceedings of the 3rd Eurographics / IEEE VGTC conference on Point-Based Graphics
A material point method for snow simulation
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Technical Section: A Lagrangian framework for simulating granular material with high detail
Computers and Graphics
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Granular materials, such as sand and grains, are ubiquitous. Simulating the 3D dynamic motion of such materials represents a challenging problem in graphics because of their unique physical properties. In this paper we present a simple and effective method for granular material simulation. By incorporating techniques from physical models, our approach describes granular phenomena more faithfully than previous methods. Granular material is represented by a large collection of non-spherical particles which may be in persistent contact. The particles represent discrete elements of the simulated material. One major advantage of using discrete elements is that the topology of particle interaction can evolve freely. As a result, highly dynamic phenomena, such as splashing and avalanches, can be conveniently generated by this meshless approach without sacrificing physical accuracy. We generalize this discrete model to rigid bodies by distributing particles over their surfaces. In this way, two-way coupling between granular materials and rigid bodies is achieved.